AshenBanners~ A Tactics Chronicle ~
How battles work
- Charge Time (CT): every clock tick each unit gains CT equal to its Speed. At 100 CT it takes a turn. The Turn Order panel predicts the coming turns.
- On a turn you may Move and Act once each, in either order, then Wait and pick a facing. Doing both costs 100 CT, one costs 80, neither only 60 — so waiting brings your next turn sooner.
- Charged abilities (spells, Aim, Jump) resolve several ticks later on the tile you chose — foes that move away escape them.
- Facing matters: from the front, class, shield and accessory evasion all apply; from the side only shield and accessory; from behind only the accessory (cloaks, mantles).
- Deployment: before battle, place your company on the highlighted start tiles. Choose a hand-made battlefield or a random one.
- Equipment & abilities: in the Dossier pick weapon, shield, armor and accessory (upgrades cost crowns) plus a Reaction (Counter, Auto-Potion, Parry), a Support and a Movement ability.
- Status: Haste/Slow change Speed, Stop freezes CT, Sleep skips turns, Poison and Regen act at turn end, Silence blocks spells.
- Height: Jump limits how high a unit can climb. Archers gain range from high ground.
- Brave powers bare-handed blows and Counter reactions. Faith strengthens magic cast and received.
- A unit at 0 HP is KO'd — revive it within 3 turns or it becomes a crystal. Defeat every enemy to win.
All art, sound and music are procedurally generated originals.